Nifft
Penguin Herder
(Half-Celestial) Lanternal
"Lanternal" is a template that can be added to any corporeal creature with an Intelligence score of 4 or more and nonevil alignment (referred to hereafter as the "base creature"). The creature’s type changes to "outsider." It uses all the base creature’s statistics and special abilities except as noted here.
AC: Natural armor improves by +2.
Special Attacks: A lanternal retains all the special attacks of the base creature, and gains supernatural and spell-like abilities, and special attacks (see below).
Special Qualities: A lanternal has all the special qualities of the base creature, plus low-light vision, immunity to disease, electricity resistance 20, and they gain a +2 racial bonus to Fortitude saves against poison.
Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Dex +2, Wis +2, Cha +2.
Skills: A lanternal has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.
Feats: Lanternals have one feat for every four levels or the base creature’s total of feats, whichever is greater.
Climate/Terrain: Same as either the base creature or the celestial
Organization: Same as the base creature
Challenge Rating: Same as the base creature +1
Alignment: Always good (any)
Treasure: Same as the base creature
Advancement: Same as the base creature
* Glowing Visage: (Su) The Lanternal's eyes glow with light so strong and pure, it is as though his gaze were a bullseye lantern. (Light in a cone 60' long by 20' wide.) Because his eyes are pure light, it is impossible to meet his gaze, and he becomes immune to all gaze attacks for the duration. This ability can be evoked at will as a standard action, and dismissed at will as a free action.
* Beam Attack: (Su) As a standard action once per 1d4+1 rounds, a Lanternal with an actively Glowing Visage may make a single ranged touch attack at his full attack bonus. The attack does 1d6 points of damage, as a Lantern Archon's would, and has a range of 30'.
* Light (Su): As a free action, a lanternal may evoke Light as a 3rd level Sorcerer at will.
* Spell-Like Abilities (Sp): Lanternals with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, as a sorcerer of thier level, according to the table below:
- Protection from Evil: 1/day per HD
- Detect Evil: 1/day per HD
- Aid: 1/day per 2 HD
- Comprehend Languages: 1/day per 3 HD
- Dimension Door: 1/day per 5 HD
-- Nifft
"Lanternal" is a template that can be added to any corporeal creature with an Intelligence score of 4 or more and nonevil alignment (referred to hereafter as the "base creature"). The creature’s type changes to "outsider." It uses all the base creature’s statistics and special abilities except as noted here.
AC: Natural armor improves by +2.
Special Attacks: A lanternal retains all the special attacks of the base creature, and gains supernatural and spell-like abilities, and special attacks (see below).
Special Qualities: A lanternal has all the special qualities of the base creature, plus low-light vision, immunity to disease, electricity resistance 20, and they gain a +2 racial bonus to Fortitude saves against poison.
Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Dex +2, Wis +2, Cha +2.
Skills: A lanternal has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.
Feats: Lanternals have one feat for every four levels or the base creature’s total of feats, whichever is greater.
Climate/Terrain: Same as either the base creature or the celestial
Organization: Same as the base creature
Challenge Rating: Same as the base creature +1
Alignment: Always good (any)
Treasure: Same as the base creature
Advancement: Same as the base creature
* Glowing Visage: (Su) The Lanternal's eyes glow with light so strong and pure, it is as though his gaze were a bullseye lantern. (Light in a cone 60' long by 20' wide.) Because his eyes are pure light, it is impossible to meet his gaze, and he becomes immune to all gaze attacks for the duration. This ability can be evoked at will as a standard action, and dismissed at will as a free action.
* Beam Attack: (Su) As a standard action once per 1d4+1 rounds, a Lanternal with an actively Glowing Visage may make a single ranged touch attack at his full attack bonus. The attack does 1d6 points of damage, as a Lantern Archon's would, and has a range of 30'.
* Light (Su): As a free action, a lanternal may evoke Light as a 3rd level Sorcerer at will.
* Spell-Like Abilities (Sp): Lanternals with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, as a sorcerer of thier level, according to the table below:
- Protection from Evil: 1/day per HD
- Detect Evil: 1/day per HD
- Aid: 1/day per 2 HD
- Comprehend Languages: 1/day per 3 HD
- Dimension Door: 1/day per 5 HD
-- Nifft
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